The power of today s motion capture technology has taken
animated characters and special effects to amazing new levels of
reality. And with the release of blockbusters like Avatar and
Tin-Tin, audiences continually expect more from each new release.
To live up to these expectations, film and game makers,
particularly technical animators and directors, need to be at the
forefront of motion capture technology. In this extensively updated
edition of "Understanding Motion Capture for Computer Animation and
Video Games," an industry insider explains the latest research
developments in digital design and film, games, medicine, sports,
and security engineering.
This completely updated new edition tells the complete story of
motion capture, including the current state-of-the-art technology,
methodology, and the explosive growth of the motion capture
industry. In-depth technical explanations pair text and code, to
help you understand not only the fundamental tenets of motion
capture, but also the reasons behind its successes and failures.
This timely new edition is an essential resource for anyone
producing realistic motion graphics.
Completely revised to include almost 40% new content with emphasis
on RF and Facial Motion Capture SystemsCompanion site with source
code, motion capture data translator, and example files help you
write conversion and motion data manipulation programsDescribes all
the mathematical principles associated with motion capture and 3D
character mechanicsHelps you budget by explaining the costs
associated with individualized motion capture projects "
General
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!